/*
 * Copyright (C) 2005-2011 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008-2011 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010-2011 ProjectSkyfire <http://www.projectskyfire.org/>
 * 
 * Copyright (C) 2011 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#include "gamePCH.h"
#include "GuardAI.h"
#include "Errors.h"
#include "Player.h"
#include "ObjectAccessor.h"
#include "World.h"
#include "CreatureAIImpl.h"

int GuardAI::Permissible(const Creature* creature) {
	if (creature->isGuard())
		return PERMIT_BASE_SPECIAL;

	return PERMIT_BASE_NO;
}

GuardAI::GuardAI(Creature* creature) :
		ScriptedAI(creature), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(
				TIME_INTERVAL_LOOK) {
}

bool GuardAI::CanSeeAlways(WorldObject const* obj) {
	if (!obj->isType(TYPEMASK_UNIT))
		return false;

	std::list<HostileReference *> t_list =
			me->getThreatManager().getThreatList();
	for (std::list<HostileReference *>::const_iterator itr = t_list.begin();
			itr != t_list.end(); ++itr) {
		if (Unit* unit = Unit::GetUnit(*me, (*itr)->getUnitGuid()))
			if (unit == obj)
				return true;
	}

	return false;
}

void GuardAI::MoveInLineOfSight(Unit* unit) {
	// Ignore Z for flying creatures
	if (!me->canFly() && me->GetDistanceZ(unit) > CREATURE_Z_ATTACK_RANGE)
		return;

	if (!me->getVictim() && me->canAttack(unit)
			&& (unit->IsHostileToPlayers() || me->IsHostileTo(unit) /*|| unit->getVictim() && me->IsFriendlyTo(u->getVictim())*/)
			&& unit->isInAccessiblePlaceFor(me)) {
		float attackRadius = me->GetAttackDistance(unit);
		if (me->IsWithinDistInMap(unit, attackRadius)) {
			//Need add code to let guard support player
			AttackStart(unit);
			//u->RemoveAurasByType(SPELL_AURA_MOD_STEALTH);
		}
	}
}

void GuardAI::EnterEvadeMode() {
	if (!me->isAlive()) {
		sLog->outStaticDebug(
				"Creature stopped attacking because he is dead [guid=%u]",
				me->GetGUIDLow());
		me->GetMotionMaster()->MoveIdle();

		i_state = STATE_NORMAL;

		i_victimGuid = 0;
		me->CombatStop(true);
		me->DeleteThreatList();
		return;
	}

	Unit* victim = ObjectAccessor::GetUnit(*me, i_victimGuid);

	if (!victim) {
		sLog->outStaticDebug(
				"Creature stopped attacking because victim does not exist [guid=%u]",
				me->GetGUIDLow());
	} else if (!victim->isAlive()) {
		sLog->outStaticDebug(
				"Creature stopped attacking because victim is dead [guid=%u]",
				me->GetGUIDLow());
	} else if (victim->HasStealthAura()) {
		sLog->outStaticDebug(
				"Creature stopped attacking because victim is using stealth [guid=%u]",
				me->GetGUIDLow());
	} else if (victim->isInFlight()) {
		sLog->outStaticDebug(
				"Creature stopped attacking because victim is flying away [guid=%u]",
				me->GetGUIDLow());
	} else {
		sLog->outStaticDebug(
				"Creature stopped attacking because victim outran him [guid=%u]",
				me->GetGUIDLow());
	}

	me->RemoveAllAuras();
	me->DeleteThreatList();
	i_victimGuid = 0;
	me->CombatStop(true);
	i_state = STATE_NORMAL;

	// Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
	if (me->GetMotionMaster()->GetCurrentMovementGeneratorType()
			== TARGETED_MOTION_TYPE)
		me->GetMotionMaster()->MoveTargetedHome();
}

void GuardAI::UpdateAI(const uint32 /*diff*/) {
	// update i_victimGuid if me->getVictim() !=0 and changed
	if (!UpdateVictim())
		return;

	i_victimGuid = me->getVictim()->GetGUID();

	if (me->isAttackReady()) {
		if (me->IsWithinMeleeRange(me->getVictim())) {
			me->AttackerStateUpdate(me->getVictim());
			me->resetAttackTimer();
		}
	}
}

void GuardAI::JustDied(Unit* killer) {
	if (Player* pkiller = killer->GetCharmerOrOwnerPlayerOrPlayerItself())
		me->SendZoneUnderAttackMessage(pkiller);
}
